It’s been a slow week of just animation practice so there’s nothing really to show, but I’ll just talk about some of the intent behind the animation design. So how the sequence works is that before a unit attacks, an animation plays which is usually them unsheathing their weapon, than they transition into their running animation before a collider triggers their attack animation with the intended target. Then there needs to be an animation for them to return their original position which will probably be a backwards jump. So in total, every character needs 9 animations:
Idle
Normal Unsheathe
Critical Unsheathe
Normal attack
Critical attack
Leap back
Block
Damage flinch
Death
Thanks for reading.
